Half-Backing

Half-Backing is comprised of a quarter beat followed by two-eighth beats, arranged similarly to back and forth beats except the third note stops.This will create a straight line.

Hub and Spoke

Nominator(s): Beuchi-chan

The hub and spoke formation is literally a hub with spokes peaking out.This technique requires at least 8 to 9 hit objects that are half a beat apart from another.Using this will force the player to not only move in a circular direction but also require them to return back to the center after an object was hit.In general, this is basically the QQ diamonds technique with a center for every other hit object.

First, place the odd numbered combos in the center of where the hub and spoke is to be mapped (this part is the "hub").The following, even, hit objects are to then be placed 0 degrees, 90 degrees, 180 degrees, 270 degrees (or vise versa) surrounding the "hub" (these are the "spokes").

It is very important to lay the hit objects out so that they go in a clockwise or counterclockwise direction.

The basic form of the Hub and Spoke uses 4 spokes.You could, however, use 3, 5, or 6 spokes instead (when you do this, make sure that the degree measure remains equal for each spoke.

Linear Back and Forth

Linear back and forth is a variation of the back and forth beats spreads.The difference is that there these don't use stacks rather, they require the player to move along back and forth between the hit objects.It is very important that the mapper makes it clear as to the direction of where the spread is heading.

Spacing Out

Spacing out refers to hit objects in which they are placed distance-wise, not time.This technique has the advantage of keeping a momentum in a tune running during that section of a map.However, incorrect patternmapping can lead to an almost unplayable map.

Basically, form a square around the center with 4 hit circles.The next 4 hit circles are then to be placed 1 grid space outwards and so on.

Another varient you can add is to place a hit circle in the center after each cycle.

Step-Too-Fars

Step-Too-Fars uses a linear path of hit circles that are a quarter beat apart.However, upon hitting the "end" of the line, the hit objects moves back one space (the hit circle before the line had ended) then changes direction.

Slider Stream Jumps

Slider stream jumps is a more advanced technique for osu!standard.Instead of using an orthodox stream, you replace it with sliders.This keeps the same stream difficulty, as you need to move and click rather than just following a stream.

Essentially, you jump with your cursor and stream, hence the term Slider Stream Jumps.

Variable Spaced Streams

Zig-Zag Streams

Zig-Zag streams are streams with hit objects placed in such a manner that they form a very jagged line.However, they are placed very closely that they can be passed by moving the cursor through them in a straight line which intersects all notes.These are most commonly found with notes zig-zagging across one another.